// sky dome rendering by disabling depth-buffer: http://rastertek.com/tertut10.html
// date referenced 19th February 2013

#ifndef SKYDOME_H
#define SKYDOME_H

#include "ObjMeshManager.h"
#include "ConstantBuffer.h"

#include <D3D11.h>
#include <D3DX10math.h>

class Skydome
{
public:
	Skydome();
	~Skydome();

	void Draw();
	void Update();

	void Initialise();
private:
	D3DXVECTOR3 m_position;
	D3DXMATRIX m_world;
	ObjMesh* m_pMesh;
	ObjMesh* m_pCloudsMesh;
	//D3D11_RASTERIZER_DESC m_rasteriser;
	//ID3D11RasterizerState* m_pNoCullingRasteriserState;
	//ID3D11RasterizerState* m_pCullingRasteriserState;


	D3DXVECTOR2 m_cloudTranslation;

	float m_colourAdd;
	D3DXVECTOR4 m_skyColour;
};

#endif //SKYDOME_H